#version 450

layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormal;

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTexC;

layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
layout (location = 2) out vec4 outAlbedo;

void main() 
{
	outPosition = vec4(inPos, 1.0);

	// Calculate normal in tangent space
	mat3 TBN = mat3(inTangent, inBitangent, inNormal);
	vec3 tnorm = TBN * normalize(texture(samplerNormal, inTexC).xyz * 2.0 - vec3(1.0));
	outNormal = vec4(tnorm, 1.0);

	outAlbedo = texture(samplerColor, inTexC);
}